Re: Very OT: for the love of your career.. try houdini

2015-03-23 Thread Simon Reeves
I've used it a decent amount as the guys at the foundation of our studio
all use it, but I really dislike it (I used it years ago too before xsi) it
is so dis-organised and slow, I think it breeds sloppy workflow with messy
scenes in terms of scene organisation naming etc. XSI has explorer
(amazing), maya has outliner (just about good enough) max has... a
selection window? Rubbish.

 But speaking of vray implementation, I have found it great in Maya
compared with xsi where there were always wee irratations (mostly limited
by porting it across from Max/Maya I think - not their fault)



Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*

On 23 March 2015 at 12:28, Chris Johnson chr...@topixfx.com wrote:

 Did anyone else, other then me, go the direction of max/vray? I was pseudo
 forced as it seemed to be the software of choice in smaller commercial
 shops here in Toronto. There's no ICE like architecture in there but for
 look Dev I've found it really good! I found the material slate editor nicer
 then the render tree! Vray integration is awesome and redshift is in
 beta...tried it and works great! Bone system isn't horrific. However the
 weighting system is painful...but works. I haven't gotten too far into the
 particle system yet...that'll be next. That script spot.com has a script/
 plugin for just about anything you can think off. A lot of 3rd party
 plugins as well...Ornatrix is pretty cool and has some really nice things
 in it for hair fur that would be an ICE hack in Softimage.

 Just saying...don't mean to hijack the string.
 On Mar 23, 2015 3:04 AM, Demian Kurejwowski demianpe...@yahoo.com
 wrote:

 you can use old tutorials,  the nodes are the same,   the interface might
 look a Little bit different,   but the nodes have the same functionality.
 we still look at some old tutorials from version 8 =).  Sesi  just keep
 adding new nodes. but you will find that every one use mostly the same
 basic ones,  and every now and then a new one to finish the combo =).



   El Lunes, 23 de marzo, 2015 1:02:20, Gerbrand Nel nagv...@gmail.com
 escribió:


  Personally I'm not changing stuff (partly because you can't change the
 things I would want tot change in Houdini)
 For me this is a pretty big commitment. I plan to go full-Houdini, so I
 will probably change my Maya and Soft, to work like Houdini, if I change
 anything.
 It is hard enough to learn Houdini with tutorials from older versions.. I
 don't need keyboard discrepancies to make this harder than it needs to be :)
 G
 On 22/03/2015 05:33, Manuel Huertas Marchena wrote:

 I am wondering if any of you guys using houdini would advice against
 changing some houdini hotkeys to speed up workflow ?
  when I use either xsi or maya, I have a set of keyboard shortcuts that
 help me go faster when modeling (without clicking every time on a menu,
 hotbox, icon... etc)
  I like using hotkeys because for me its faster and I have optimized my
 workflow in that manner, so I rarely rely on any button on the modeling
 side of things. I know this is counter productive for other stuff... (like
 when a td comes to help you and does not understand your setup... yes admit
 that is somehow annoying sometimes!). But for me the pros overcome by far
 the cons,
 at least in my experience. So as I am new to houdini and learning its
 polymodeling tools, I can t help but notice that going to click buttons on
 the polygon tab is slowing me down.
 I do like the tab menu, but even that is slower than simply using
 hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I dont
 mind clicking for anything else, but I do for modeling.
  so if any of you has an opinion on this, I ll like to know what you
 think ... (as I ll eventually like to learn other parts of houdini...for..
 fx, sims..  I ll like to know if this will have some
 considerable impact on productivity, or is it something I can probably
 live with, like I do with maya  xsi...

  thanks!


 -Manu




 IMDB | Portfolio | Vimeo | Linkedin


  --
 From: moloney.cia...@gmail.com
 Date: Thu, 19 Mar 2015 13:44:49 +
 Subject: Re: Very OT: for the love of your career.. try houdini
 To: softimage@listproc.autodesk.com

  Network and hardware are fastest I've used. It's just the nature of the
 work.
 Volume data in my case is not very large, only a few Mb per frame. But,
 e.g. to make useful collision fields from complex geometry often requires a
 good bit of SOPs pre-processing. I get the impression that much of SOPs is
 still not especially multithreaded.
  DOPs is also very slow vs solvers of comparable classes (FumeFX,
 Exocortex's Bullet, nCloth). But, that's generally OK since you can do so
 much, much more with DOPs with a very low chance of things failing apart as
 you scale up.

 On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez 
 

Will there be an SP2 for Softimage 2015?

2015-03-23 Thread Eric Turman
I had posted a replicable and verified bug regarding the fact that a
few--and likely many--commands do not iterate over multiple deltas attached
to a reference model. While I have no idea if that bug is a low enough
hanging fruit to fix before all of us lose support in 2016, I also have no
idea whether or not we will even be seeing an SP2 for Softimage. As my
subscription is coming due in a couple months, I am wondering if it will
even be worth it. It certainly is not worth it for Maya (even with
Bifrost.) Also I am still unclear as to the status of the permanent license
of Softimage if I do another subscription.

Thanks,
-=Eric
-- 




-=T=-


Re: OT: Houdini cluster materials

2015-03-23 Thread Jordi Bares Dominguez
What I suggest you do is a ingest  process workflow.

1 - Ingest - Use the object load to spit your objects onto the parts you want, 
make sure you put some nicely name nulls (these will be your hooks) and if you 
are very tidy add a red material in your object level. Also this is the point 
in which you repair broken models, add normals at vertex level instead of point 
level, remove things you don’t point wise, etc… but don’t add just yet the 
attributes that are specific to the task at hand, simply the basics.

2 - Process - Then create in object level as many OBJ as you need and read the 
hooks you created from inside, adding the materials at object level here!!! 
this should override the red color and thus you have a visual clue of what has 
been updated or is left to do (if you see a red object chances are you forgot 
to add a material  ;-)  Here is where you add your own attributes and given 
Bgeo can store them it is the perfect conduit to have you master version of the 
model (on steroids)

If you are preparing an asset (let’s say a car) you may want to optimise this 
workflow and simply cache out (freeze your data) onto the disk for rigging and 
what not with all the atrributes cleaned and ready for final usage.

hope it helps
jb


 On 23 Mar 2015, at 01:07, Nono nnois...@gmail.com wrote:
 
 Hi,
 what i don't clearly understand is how material assignment at object level is 
 useful if object merge don't keep them... ? am i missing something ?
 
 Noël
 
 On Tue, 10 Mar 2015 at 20:08 Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com wrote:
 ...
 My take is to try to do things at object level due to easiness with for 
 example transformations, material assignment, scene optimisation and LOD.
 



Re: Very OT: for the love of your career.. try houdini

2015-03-23 Thread Chris Johnson
Did anyone else, other then me, go the direction of max/vray? I was pseudo
forced as it seemed to be the software of choice in smaller commercial
shops here in Toronto. There's no ICE like architecture in there but for
look Dev I've found it really good! I found the material slate editor nicer
then the render tree! Vray integration is awesome and redshift is in
beta...tried it and works great! Bone system isn't horrific. However the
weighting system is painful...but works. I haven't gotten too far into the
particle system yet...that'll be next. That script spot.com has a script/
plugin for just about anything you can think off. A lot of 3rd party
plugins as well...Ornatrix is pretty cool and has some really nice things
in it for hair fur that would be an ICE hack in Softimage.

Just saying...don't mean to hijack the string.
On Mar 23, 2015 3:04 AM, Demian Kurejwowski demianpe...@yahoo.com wrote:

 you can use old tutorials,  the nodes are the same,   the interface might
 look a Little bit different,   but the nodes have the same functionality.
 we still look at some old tutorials from version 8 =).  Sesi  just keep
 adding new nodes. but you will find that every one use mostly the same
 basic ones,  and every now and then a new one to finish the combo =).



   El Lunes, 23 de marzo, 2015 1:02:20, Gerbrand Nel nagv...@gmail.com
 escribió:


  Personally I'm not changing stuff (partly because you can't change the
 things I would want tot change in Houdini)
 For me this is a pretty big commitment. I plan to go full-Houdini, so I
 will probably change my Maya and Soft, to work like Houdini, if I change
 anything.
 It is hard enough to learn Houdini with tutorials from older versions.. I
 don't need keyboard discrepancies to make this harder than it needs to be :)
 G
 On 22/03/2015 05:33, Manuel Huertas Marchena wrote:

 I am wondering if any of you guys using houdini would advice against
 changing some houdini hotkeys to speed up workflow ?
  when I use either xsi or maya, I have a set of keyboard shortcuts that
 help me go faster when modeling (without clicking every time on a menu,
 hotbox, icon... etc)
  I like using hotkeys because for me its faster and I have optimized my
 workflow in that manner, so I rarely rely on any button on the modeling
 side of things. I know this is counter productive for other stuff... (like
 when a td comes to help you and does not understand your setup... yes admit
 that is somehow annoying sometimes!). But for me the pros overcome by far
 the cons,
 at least in my experience. So as I am new to houdini and learning its
 polymodeling tools, I can t help but notice that going to click buttons on
 the polygon tab is slowing me down.
 I do like the tab menu, but even that is slower than simply using
 hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I dont
 mind clicking for anything else, but I do for modeling.
  so if any of you has an opinion on this, I ll like to know what you think
 ... (as I ll eventually like to learn other parts of houdini...for..  fx,
 sims..  I ll like to know if this will have some
 considerable impact on productivity, or is it something I can probably
 live with, like I do with maya  xsi...

  thanks!


 -Manu




 IMDB | Portfolio | Vimeo | Linkedin


  --
 From: moloney.cia...@gmail.com
 Date: Thu, 19 Mar 2015 13:44:49 +
 Subject: Re: Very OT: for the love of your career.. try houdini
 To: softimage@listproc.autodesk.com

  Network and hardware are fastest I've used. It's just the nature of the
 work.
 Volume data in my case is not very large, only a few Mb per frame. But,
 e.g. to make useful collision fields from complex geometry often requires a
 good bit of SOPs pre-processing. I get the impression that much of SOPs is
 still not especially multithreaded.
  DOPs is also very slow vs solvers of comparable classes (FumeFX,
 Exocortex's Bullet, nCloth). But, that's generally OK since you can do so
 much, much more with DOPs with a very low chance of things failing apart as
 you scale up.

 On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez 
 jordiba...@gmail.com wrote:

 Is this processing time or hardware time? (disks, network, etc..)

  Of course saving gigabytes per frame is slow but may be a clever local
 SSD sync to the main server could do the job to make the process faster?

  jb


  On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com
 wrote:

  I'm loving working with Houdini, but sometimes it's just frustratingly
 slow. Even with the new VDB tools, converting and caching everything out as
 volume fields is a real drag.
  But then again the caching workflow is super-slick. I shudder at the
 thought of all the time lost to the mysteries of ICE caching.

 On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote:

 I'm not getting anything out of posting this, except knowing I might save
 the life of a fellow artist.

 So I spent the last year learning Maya, 

Self installing Prop survive New Scene

2015-03-23 Thread Eric Thivierge

Hello,

Was wondering if there is a way to have a self installing property 
survive a New Scene call. Typically I attach it to the Scene Root but 
that won't survive a New Scene call.


I have a UI that I would like to save the state of over a new scene call.

Anyone have a trick for this?

Eric T.



RE: Very OT: for the love of your career.. try houdini

2015-03-23 Thread Andi Farhall
to select an object in your scene, right click your item (in the explorer) and 
and choose select in scene
was all I needed to hear. 
...
http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21

http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/
This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.If you are not the intended recipient of 
this email, you must neither take any action based upon its contents, nor copy 
or show it to anyone.Please contact the sender if you believe you have received 
this email in error.

 Date: Mon, 23 Mar 2015 10:03:12 -0400
 Subject: Re: Very OT: for the love of your career.. try houdini
 From: luceri...@gmail.com
 To: softimage@listproc.autodesk.com
 
 On Mon, Mar 23, 2015 at 9:09 AM, Simon Reeves si...@simonreeves.com wrote:
  I've used it a decent amount as the guys at the foundation of our studio all
  use it, but I really dislike it (I used it years ago too before xsi) it is
  so dis-organised and slow, I think it breeds sloppy workflow with messy
  scenes in terms of scene organisation naming etc. XSI has explorer
  (amazing), maya has outliner (just about good enough) max has... a selection
  window? Rubbish.
 
 Max has Scene Explorer now, actually,
 https://www.youtube.com/watch?v=H9wtsmfmBLY
 
   But speaking of vray implementation, I have found it great in Maya compared
  with xsi where there were always wee irratations (mostly limited by porting
  it across from Max/Maya I think - not their fault)
 
  

Re: Very OT: for the love of your career.. try houdini

2015-03-23 Thread Mirko Jankovic
ahhahaahhahaha

On Mon, Mar 23, 2015 at 3:51 PM, Andi Farhall hack...@outlook.com wrote:

 to select an object in your scene, right click your item (in the
 explorer) and and choose select in scene

 was all I needed to hear.

 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21


 http://www.flickr.com/photos/lord_hackney/
 http://spylon.tumblr.com/

 This email and any attachments to it may be confidential and are intended
 solely for the use of the individual to whom it is addressed. Any views or
 opinions expressed are solely those of the author and do not necessarily
 represent those of Hackney Effects Ltd.

 If you are not the intended recipient of this email, you must neither take
 any action based upon its contents, nor copy or show it to anyone.

 Please contact the sender if you believe you have received this email in
 error.
 


  Date: Mon, 23 Mar 2015 10:03:12 -0400
  Subject: Re: Very OT: for the love of your career.. try houdini
  From: luceri...@gmail.com
  To: softimage@listproc.autodesk.com

 
  On Mon, Mar 23, 2015 at 9:09 AM, Simon Reeves si...@simonreeves.com
 wrote:
   I've used it a decent amount as the guys at the foundation of our
 studio all
   use it, but I really dislike it (I used it years ago too before xsi)
 it is
   so dis-organised and slow, I think it breeds sloppy workflow with messy
   scenes in terms of scene organisation naming etc. XSI has explorer
   (amazing), maya has outliner (just about good enough) max has... a
 selection
   window? Rubbish.
 
  Max has Scene Explorer now, actually,
  https://www.youtube.com/watch?v=H9wtsmfmBLY
 
   But speaking of vray implementation, I have found it great in Maya
 compared
   with xsi where there were always wee irratations (mostly limited by
 porting
   it across from Max/Maya I think - not their fault)
  



Re: Very OT: for the love of your career.. try houdini

2015-03-23 Thread Luc-Eric Rousseau
On Mon, Mar 23, 2015 at 9:09 AM, Simon Reeves si...@simonreeves.com wrote:
 I've used it a decent amount as the guys at the foundation of our studio all
 use it, but I really dislike it (I used it years ago too before xsi) it is
 so dis-organised and slow, I think it breeds sloppy workflow with messy
 scenes in terms of scene organisation naming etc. XSI has explorer
 (amazing), maya has outliner (just about good enough) max has... a selection
 window? Rubbish.

Max has Scene Explorer now, actually,
https://www.youtube.com/watch?v=H9wtsmfmBLY

  But speaking of vray implementation, I have found it great in Maya compared
 with xsi where there were always wee irratations (mostly limited by porting
 it across from Max/Maya I think - not their fault)



Re: Self installing Prop survive New Scene

2015-03-23 Thread Francois Lord

I never got it to work, but you can try this.
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html


On 23-Mar-15 11:07, Eric Thivierge wrote:

Hello,

Was wondering if there is a way to have a self installing property 
survive a New Scene call. Typically I attach it to the Scene Root but 
that won't survive a New Scene call.


I have a UI that I would like to save the state of over a new scene call.

Anyone have a trick for this?

Eric T.





Re: Very OT: for the love of your career.. try houdini

2015-03-23 Thread Gerbrand Nel
Personally I'm not changing stuff (partly because you can't change the 
things I would want tot change in Houdini)
For me this is a pretty big commitment. I plan to go full-Houdini, so I 
will probably change my Maya and Soft, to work like Houdini, if I change 
anything.
It is hard enough to learn Houdini with tutorials from older versions.. 
I don't need keyboard discrepancies to make this harder than it needs to 
be :)

G
On 22/03/2015 05:33, Manuel Huertas Marchena wrote:
I am wondering if any of you guys using houdini would advice against 
changing some houdini hotkeys to speed up workflow ?
 when I use either xsi or maya, I have a set of keyboard shortcuts 
that help me go faster when modeling (without clicking every time on a 
menu, hotbox, icon... etc)
 I like using hotkeys because for me its faster and I have optimized 
my workflow in that manner, so I rarely rely on any button on the 
modeling side of things. I know this is counter productive for other 
stuff... (like when a td comes to help you and does not understand 
your setup... yes admit that is somehow annoying sometimes!). But for 
me the pros overcome by far the cons,
at least in my experience. So as I am new to houdini and learning its 
polymodeling tools, I can t help but notice that going to click 
buttons on the polygon tab is slowing me down.
I do like the tab menu, but even that is slower than simply using 
hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I 
dont mind clicking for anything else, but I do for modeling.
 so if any of you has an opinion on this, I ll like to know what you 
think ... (as I ll eventually like to learn other parts of 
houdini...for..  fx, sims..  I ll like to know if this will have some
considerable impact on productivity, or is it something I can probably 
live with, like I do with maya  xsi...


 thanks!


-Manu




IMDB http://www.imdb.com/name/nm4755969/| Portfolio 
http://envmanu.comhttp://envmanu.carbonmade.com/| Vimeo 
http://vimeo.com/manuelhuertasmarchena| Linkedin 
http://www.linkedin.com/in/manuelhuertas




From: moloney.cia...@gmail.com
Date: Thu, 19 Mar 2015 13:44:49 +
Subject: Re: Very OT: for the love of your career.. try houdini
To: softimage@listproc.autodesk.com

Network and hardware are fastest I've used. It's just the nature of 
the work.
Volume data in my case is not very large, only a few Mb per frame. 
But, e.g. to make useful collision fields from complex geometry often 
requires a good bit of SOPs pre-processing. I get the impression that 
much of SOPs is still not especially multithreaded.
DOPs is also very slow vs solvers of comparable classes (FumeFX, 
Exocortex's Bullet, nCloth). But, that's generally OK since you can do 
so much, much more with DOPs with a very low chance of things failing 
apart as you scale up.


On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez 
jordiba...@gmail.com mailto:jordiba...@gmail.com wrote:


Is this processing time or hardware time? (disks, network, etc..)

Of course saving gigabytes per frame is slow but may be a clever
local SSD sync to the main server could do the job to make the
process faster?

jb


On 19 Mar 2015, at 12:56, Ciaran Moloney
moloney.cia...@gmail.com mailto:moloney.cia...@gmail.com
wrote:

I'm loving working with Houdini, but sometimes it's just
frustratingly slow. Even with the new VDB tools, converting
and caching everything out as volume fields is a real drag.
But then again the caching workflow is super-slick. I shudder
at the thought of all the time lost to the mysteries of ICE
caching.

On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel
nagv...@gmail.com mailto:nagv...@gmail.com wrote:

I'm not getting anything out of posting this, except
knowing I might save the life of a fellow artist.

So I spent the last year learning Maya, and got to a point
where I can compete against people straight out of collage.
This got me a bit down, as I'm one of the more experienced
softimage artists here in South Africa.
At the end of 2014 I realized that 3D is no longer fun if
it all has to happen in maya for me.
My brain doesn't work the way maya works.
I'm also not much of a clairvoyant, so predicting what I
have to do now, just in case the director asks for
something in 2 weeks from now, lead to allot of back tracking.

At first I decided to learn Maya over houdini because of
the price tag of Houdini FX.
It also seemed like I would exclude myself from bigger
projects if I was one, of only a few houdini artists around.
Houdini indie, and indie engine has completely nullified
these concerns.

The perceived 

Re: Renderman

2015-03-23 Thread Andreas Bystrom
I think the old XSIMan by graphicprimitves was the closest you could get to
a prman bridge, sadly the product was discontinued a long time ago.. I
tested it quite a bit when it came out, nice little plugin but the
implementation was rather basic in a way, no render-region support etc.

there is also the opensource affogato:
http://sourceforge.net/projects/affogato/


anyway, with all the renderers out there I don't see much reason to use
prman anymore..

-Andreas


On Tue, Mar 24, 2015 at 10:35 AM, Rob Chapman tekano@gmail.com wrote:

 cmd line renderman is available but not sure how you would make a rib
 with all the new shader parameters etc straight outa softimage :(

 On 23 March 2015 at 21:32, Daniel Brassard dbrassar...@gmail.com wrote:
  Just received notice from Pixar that Renderman free for non-commercial
 use
  is now available.
 
  Does anybody have used Renderman before with Softimage and is their a
 bridge
  between Softimage and Renderman available?
 
  (yes, I have Maya too, so I can use it with Maya but I would like to test
  Renderman with Softimage)
 
  Cheers!
 
  Dan
 
 



Re: Self installing Prop survive New Scene

2015-03-23 Thread Leendert A. Hartog

Add the creation of the property to a NewScene event, maybe?

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: Self installing Prop survive New Scene

2015-03-23 Thread Eric Thivierge

If I do this, I lose the selected values in the property. :\

On 3/23/2015 12:04 PM, Leendert A. Hartog wrote:

Add the creation of the property to a NewScene event, maybe?

Greetz
Leendert






Re: Self installing Prop survive New Scene

2015-03-23 Thread Eric Thivierge
Not exactly what I was looking for. I want to attach my Property to 
something in the application so the UI stays open and valid when 
creating a new scene. Not just values.


Thanks though,
Eric T.

On 3/23/2015 11:59 AM, Francois Lord wrote:

I never got it to work, but you can try this.
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html 




On 23-Mar-15 11:07, Eric Thivierge wrote:

Hello,

Was wondering if there is a way to have a self installing property 
survive a New Scene call. Typically I attach it to the Scene Root but 
that won't survive a New Scene call.


I have a UI that I would like to save the state of over a new scene 
call.


Anyone have a trick for this?

Eric T.






Re: Self installing Prop survive New Scene

2015-03-23 Thread Martin Chatterjee
Hey Eric,

here's what I would try: (brainstorming alert - I've never done this myself
this way... :) )

Inside your custom property implementation I'd implement an onChanged()
callback that collects all relevant parameter values, serializes them into
a json string and stores this string outside your scene (either store it
in a custom preference, or just dump it to a text file in the user folder)

Then I'd implement events that ensure that your CustomProperty is always
present on the ActiveSceneRoot (onStartup, onEndSceneOpen, onEndNewScene,
...)
After ensuring the presence of your CustomProperty instance these events
would load back your json string and update the Property accordingly.

Cheers, Martin


--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]

On Mon, Mar 23, 2015 at 4:07 PM, Eric Thivierge ethivie...@hybride.com
wrote:

 Hello,

 Was wondering if there is a way to have a self installing property survive
 a New Scene call. Typically I attach it to the Scene Root but that won't
 survive a New Scene call.

 I have a UI that I would like to save the state of over a new scene call.

 Anyone have a trick for this?

 Eric T.




Re: Self installing Prop survive New Scene

2015-03-23 Thread Luc-Eric Rousseau
A custom user preference page are the only solution. Everything else
will get flushed.

On Mon, Mar 23, 2015 at 12:05 PM, Eric Thivierge ethivie...@hybride.com wrote:
 Not exactly what I was looking for. I want to attach my Property to
 something in the application so the UI stays open and valid when creating a
 new scene. Not just values.

 Thanks though,
 Eric T.


 On 3/23/2015 11:59 AM, Francois Lord wrote:

 I never got it to work, but you can try this.

 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html


 On 23-Mar-15 11:07, Eric Thivierge wrote:

 Hello,

 Was wondering if there is a way to have a self installing property
 survive a New Scene call. Typically I attach it to the Scene Root but that
 won't survive a New Scene call.

 I have a UI that I would like to save the state of over a new scene call.

 Anyone have a trick for this?

 Eric T.





Re: Self installing Prop survive New Scene

2015-03-23 Thread Alok Gandhi
SetGlobals is definitely a good solution. I have worked with this successfully 
before. But it only to retrieve and set single boolean value.

In your case I would rather have json save out running on each scene close 
event and retrieve on scene open event.

Sent from my iPhone

 On 23-Mar-2015, at 9:29 pm, Francois Lord flordli...@gmail.com wrote:
 
 I never got it to work, but you can try this.
 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html
 
 
 On 23-Mar-15 11:07, Eric Thivierge wrote:
 Hello,
 
 Was wondering if there is a way to have a self installing property survive a 
 New Scene call. Typically I attach it to the Scene Root but that won't 
 survive a New Scene call.
 
 I have a UI that I would like to save the state of over a new scene call.
 
 Anyone have a trick for this?
 
 Eric T.
 
 



Re: Self installing Prop survive New Scene

2015-03-23 Thread Matt Lind

If you implement your UI in Netview, it will survive a new scene call.

Other options include using custom preferences, or dumping your UI state to 
storage such as a file on the hard drive or as data in memory where a 
onBeginNewScene event can access the data.


Another option is plugin userdata.  When your new scene event fires, store 
the parameter values of the custom property in the custom property's plugin 
userdata.  After the scene is wiped clean as a new one, instruct your new 
scene event to install the custom property at the scene root using the 
plugin userdata as the parameter values.  This will work in the general case 
because plugin userdata only lasts as long as the session.  If the same code 
is run on a new session, your UI will remain virgin as it should.


Matt







Date: Mon, 23 Mar 2015 11:07:14 -0400
From: Eric Thivierge ethivie...@hybride.com
Subject: Self installing Prop survive New Scene
To: softimage@listproc.autodesk.com

Hello,

Was wondering if there is a way to have a self installing property
survive a New Scene call. Typically I attach it to the Scene Root but
that won't survive a New Scene call.

I have a UI that I would like to save the state of over a new scene call.

Anyone have a trick for this?

Eric T.



Re: Self installing Prop survive New Scene

2015-03-23 Thread Eric Turman
Luc-Eric is right on the money with this one. We have several of these in
our pipeline to have data persist even between closing and opening a session

On Mon, Mar 23, 2015 at 11:11 AM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 A custom user preference page are the only solution. Everything else
 will get flushed.

 On Mon, Mar 23, 2015 at 12:05 PM, Eric Thivierge ethivie...@hybride.com
 wrote:
  Not exactly what I was looking for. I want to attach my Property to
  something in the application so the UI stays open and valid when
 creating a
  new scene. Not just values.
 
  Thanks though,
  Eric T.
 
 
  On 3/23/2015 11:59 AM, Francois Lord wrote:
 
  I never got it to work, but you can try this.
 
 
 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html
 
 
  On 23-Mar-15 11:07, Eric Thivierge wrote:
 
  Hello,
 
  Was wondering if there is a way to have a self installing property
  survive a New Scene call. Typically I attach it to the Scene Root but
 that
  won't survive a New Scene call.
 
  I have a UI that I would like to save the state of over a new scene
 call.
 
  Anyone have a trick for this?
 
  Eric T.
 
 
 




-- 




-=T=-


Re: OT: Houdini cluster materials

2015-03-23 Thread Andy Goehler
I guess it depends on one’s choice of workflow. It’s much more convenient to 
use takes for overrides when materials are at the object level. If you’ve set 
up bundles, it’s basically just a select objects from bundles, set the take and 
assign new materials, done. It’s much more involved to do this at the SOP level.

As far as object merge goes, it’s similar to a live extract polygons from Soft, 
which also does not inherit materials, partitions, etc.

Andy

 On Mar 23, 2015, at 02:07, Nono nnois...@gmail.com wrote:
 
 Hi,
 what i don't clearly understand is how material assignment at object level is 
 useful if object merge don't keep them... ? am i missing something ?
 
 Noël
 
 On Tue, 10 Mar 2015 at 20:08 Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com wrote:
 ...
 My take is to try to do things at object level due to easiness with for 
 example transformations, material assignment, scene optimisation and LOD.
 



Re: Very OT: for the love of your career.. try houdini

2015-03-23 Thread Demian Kurejwowski
you can use old tutorials,  the nodes are the same,   the interface might look 
a Little bit different,   but the nodes have the same functionality.   we still 
look at some old tutorials from version 8 =).  Sesi  just keep adding new 
nodes. but you will find that every one use mostly the same basic ones,  and 
every now and then a new one to finish the combo =).    


 El Lunes, 23 de marzo, 2015 1:02:20, Gerbrand Nel nagv...@gmail.com 
escribió:
   

  Personally I'm not changing stuff (partly because you can't change the things 
I would want tot change in Houdini)
 For me this is a pretty big commitment. I plan to go full-Houdini, so I will 
probably change my Maya and Soft, to work like Houdini, if I change anything.
 It is hard enough to learn Houdini with tutorials from older versions.. I 
don't need keyboard discrepancies to make this harder than it needs to be :)
 G
 On 22/03/2015 05:33, Manuel Huertas Marchena wrote:
  
 #yiv8793138488 #yiv8793138488 --.yiv8793138488hmmessage 
P{margin:0px;padding:0px;}#yiv8793138488 
body.yiv8793138488hmmessage{font-size:12pt;font-family:Calibri;}#yiv8793138488  
I am wondering if any of you guys using houdini would advice against changing 
some houdini hotkeys to speed up workflow ?
  when I use either xsi or maya, I have a set of keyboard shortcuts that help 
me go faster when modeling (without clicking every time on a menu, hotbox, 
icon... etc)
  I like using hotkeys because for me its faster and I have optimized my 
workflow in that manner, so I rarely rely on any button on the modeling side of 
things. I know this is counter productive for other stuff... (like when a td 
comes to help you and does not understand your setup... yes admit that is 
somehow annoying sometimes!). But for me the pros overcome by far the cons,
 at least in my experience. So as I am new to houdini and learning its 
polymodeling tools, I can t help but notice that going to click buttons on the 
polygon tab is slowing me down. 
 I do like the tab menu, but even that is slower than simply using hotkeys 
(ex: insert edge loop, bridge, extrude, bevel...etc etc) . I dont mind clicking 
for anything else, but I do for modeling.
  so if any of you has an opinion on this, I ll like to know what you think ... 
(as I ll eventually like to learn other parts of houdini...for..  fx, sims..  I 
ll like to know if this will have some 
 considerable impact on productivity, or is it something I can probably live 
with, like I do with maya  xsi...
 
  thanks!
 
 
 -Manu
 
 
 
 
 IMDB | Portfolio | Vimeo | Linkedin
 
 
  From: moloney.cia...@gmail.com
 Date: Thu, 19 Mar 2015 13:44:49 +
 Subject: Re: Very OT: for the love of your career.. try houdini
 To: softimage@listproc.autodesk.com
 
  Network and hardware are fastest I've used. It's just the nature of the work.
 Volume data in my case is not very large, only a few Mb per frame. But, e.g. 
to make useful collision fields from complex geometry often requires a good bit 
of SOPs pre-processing. I get the impression that much of SOPs is still not 
especially multithreaded.
  DOPs is also very slow vs solvers of comparable classes (FumeFX, Exocortex's 
Bullet, nCloth). But, that's generally OK since you can do so much, much more 
with DOPs with a very low chance of things failing apart as you scale up.
  
 On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez jordiba...@gmail.com 
wrote:
 
 Is this processing time or hardware time? (disks, network, etc..) 
  Of course saving gigabytes per frame is slow but may be a clever local SSD 
sync to the main server could do the job to make the process faster?  
  jb   
  
  
 On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com wrote: 
   I'm loving working with Houdini, but sometimes it's just frustratingly slow. 
Even with the new VDB tools,  converting and caching everything out as volume 
fields is a real drag.
  But then again the caching workflow is super-slick. I shudder at the thought 
of all the time lost to the mysteries of ICE caching.
  
 On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote:
 
I'm not getting anything out of posting this, except knowing I might save  the 
life of a fellow artist.
 
 So I spent the last year learning Maya, and got to a point where I can compete 
against people straight out of collage.
 This got me a bit down, as I'm one of the more experienced softimage artists 
here in South Africa.
 At the end of 2014 I realized that 3D is no longer fun if it all has to  
happen in maya for me.
 My brain doesn't work the way maya works.
 I'm also not much of a clairvoyant, so predicting what I have to do now,  just 
in case the director asks for something in 2 weeks from now, lead to allot of 
back tracking.
 
 At first I decided to learn Maya over houdini because of the price tag of 
Houdini FX.
 It also seemed like I would exclude myself from bigger projects if I was  one, 
of only a few houdini artists around.
 Houdini indie, and 

Renderman

2015-03-23 Thread Daniel Brassard
Just received notice from Pixar that Renderman free for non-commercial use
is now available.

Does anybody have used Renderman before with Softimage and is their a
bridge between Softimage and Renderman available?

(yes, I have Maya too, so I can use it with Maya but I would like to test
Renderman with Softimage)

Cheers!

Dan


Re: Renderman

2015-03-23 Thread Leendert A. Hartog

3delight exports rib files...

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: Renderman

2015-03-23 Thread Rob Chapman
cmd line renderman is available but not sure how you would make a rib
with all the new shader parameters etc straight outa softimage :(

On 23 March 2015 at 21:32, Daniel Brassard dbrassar...@gmail.com wrote:
 Just received notice from Pixar that Renderman free for non-commercial use
 is now available.

 Does anybody have used Renderman before with Softimage and is their a bridge
 between Softimage and Renderman available?

 (yes, I have Maya too, so I can use it with Maya but I would like to test
 Renderman with Softimage)

 Cheers!

 Dan




Re: Renderman

2015-03-23 Thread Andreas Bystrom
for playing around with it, sure, but if you use softimage I don't think
prman is a serious alternative for commercial projects these days. 3delight
will export ribs sure, but to actually get those to render in prman is a
different thing, getting shaders to work etc.

On Tue, Mar 24, 2015 at 10:59 AM, Francois Lord flordli...@gmail.com
wrote:

  Well... the non-commercial version is a damn good reason to use it. I
 sure will try it once it's available for Houdini.

 On 23-Mar-15 17:47, Andreas Bystrom wrote:

   I think the old XSIMan by graphicprimitves was the closest you could
 get to a prman bridge, sadly the product was discontinued a long time ago..
 I tested it quite a bit when it came out, nice little plugin but the
 implementation was rather basic in a way, no render-region support etc.

  there is also the opensource affogato:
 http://sourceforge.net/projects/affogato/


  anyway, with all the renderers out there I don't see much reason to use
 prman anymore..

  -Andreas


 On Tue, Mar 24, 2015 at 10:35 AM, Rob Chapman tekano@gmail.com
 wrote:

 cmd line renderman is available but not sure how you would make a rib
 with all the new shader parameters etc straight outa softimage :(

 On 23 March 2015 at 21:32, Daniel Brassard dbrassar...@gmail.com wrote:
  Just received notice from Pixar that Renderman free for non-commercial
 use
  is now available.
 
  Does anybody have used Renderman before with Softimage and is their a
 bridge
  between Softimage and Renderman available?
 
  (yes, I have Maya too, so I can use it with Maya but I would like to
 test
  Renderman with Softimage)
 
  Cheers!
 
  Dan
 
 






Re: Self installing Prop survive New Scene

2015-03-23 Thread Leendert A. Hartog
Saving a preset of the property in a siOnCloseScene event and reloading 
in a NewScene event?
Can't test this ATM, not near Softimage. But it's inelegant even if it 
works...

I'll shut up now... ;)

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: Self installing Prop survive New Scene

2015-03-23 Thread Eric Thivierge
Yeah not something I really want to do for saving the state and I can 
just deal with it for now. Guess this is why doing a QT Window UI that 
is attached to the application would be best.


Thanks,
Eric T.

On Monday, March 23, 2015 12:59:40 PM, Leendert A. Hartog wrote:

Saving a preset of the property in a siOnCloseScene event and
reloading in a NewScene event?
Can't test this ATM, not near Softimage. But it's inelegant even if it
works...
I'll shut up now... ;)

Greetz
Leendert